From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 18990 invoked by alias); 30 Sep 2004 00:36:16 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 18981 invoked from network); 30 Sep 2004 00:36:15 -0000 Received: from unknown (HELO smtp802.mail.sc5.yahoo.com) (66.163.168.181) by sourceware.org with SMTP; 30 Sep 2004 00:36:15 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@64.175.251.169 with plain) by smtp802.mail.sc5.yahoo.com with SMTP; 30 Sep 2004 00:36:14 -0000 Subject: Bug: Incomplete units escaping from captured transports From: Lincoln Peters To: Xconq list Content-Type: text/plain Message-Id: <1096504726.4050.8270.camel@localhost> Mime-Version: 1.0 Date: Thu, 30 Sep 2004 00:40:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01289.txt.bz2 I've discovered that, in knightmare.g, when I capture various kinds of monster lairs, if an incomplete (under construction) unit exists within the lair, it has just as much of a chance to escape the captured lair as a completed unit of the same type. Furthermore, when I try to destroy the incomplete unit, it is able to counterattack normally! --- Lincoln Peters Be consistent. -- Larry Wall in the perl man page